state("BJ2") { } startup { Assembly.Load(File.ReadAllBytes("Components/unity-help")).CreateInstance("Unity"); } init { vars.allWorksDone = vars.Helper.Make("PlayerStart", 0, "all_works_done"); vars.isCutscenePlaying = vars.Helper.Make("PlayerMovement", 0, "active_controller", "player", "can_be_controlled"); vars.isPlaying = vars.Helper.Make("PlayerMovement", 0, "active_controller", "player", "gui", "text_stat_time", 0x10, 0x39); vars.isPaused = vars.Helper.Make("PlayerMovement", 0, "active_controller", "player", "pause", "is_paused"); } update { current.activeScene = vars.Helper.SceneManager.Current.Name ?? old.activeScene; print("IsPlaying: " + vars.isPlaying.Current.ToString()); print("IsPaused: " + vars.isPaused.Current.ToString()); print("isCutscenePlaying: " + vars.isCutscenePlaying.Current.ToString()); } start { if (current.activeScene == "E1L-1" && vars.isPlaying.Current == true && vars.isPlaying.Current != vars.isPlaying.Old) { return true; } } split { if (current.activeScene != old.activeScene && old.activeScene == "UI_Scene_Loading") { return true; } } isLoading { if(vars.isPlaying.Current == false && vars.isPaused.Current == false && vars.isCutscenePlaying.Current == true) { return true; } if(vars.isPaused.Current == true || vars.isPlaying.Current == true || vars.isCutscenePlaying.Current == false) { return false; } } reset { return current.activeScene == "UI_Scene_MainMenu"; }